The leading division of the infamous GLA.
With its forces more commonly seen in frontline battles compared to other GLA cells. The Scarab Cell places a heavy emphasis on survivability and an adequate amount of modernization, to go toe to toe against enemy factions with a great technological superiority compared to the GLA’s crude armies.
The GLA’s Scrap-masters introduced newly created Quad Tanks – upgrading the survivability of old Quad Cannons, Marauder MKII – adding a rotating turret for easier tracking of multiple targets, Scarab Rockets – adding extra firepower to Main Scarab Tanks, and the MOW – a new artillery piece capable of operating both deployed and undeployed.
To combat fierce tank battalions, heavy ordnance trained insurgents are created to solely target vehicles and claim early victories for their armies, or an experienced pilot may be called to drop an unsuspected carpet bombing on the enemy.
Enemy commanders who have repeated bouts with the Scarab Cell always learn to never underestimate old relics of the past.
The most fanatical and extremist soldiers find a home amongst the Scorpion Cell armies, armed with a zealous mind and willing to sacrifice themselves for their homeland.
You can thank their Chemists for the creation and addition of toxin weapons systems to the GLA arsenal. However, Dr Thrax, is notoriously responsible for the creation of Anthrax Gamma, a new potent strain of toxin to further their destructive power, used wildly by their Toxin Soldiers and Plague Spreaders, as well upgrading other units with toxin warheads.
Other Chemists take themselves to the front line, nicknamed Street pharmacists. These brave medics wield highly potent healing properties to heal other soldiers immediately, and even add an unknown benefit, that not even they themselves fully understand yet.
Take care when fighting these armies, as they will never surrender themselves, nor take any prisoners.
Priding themselves with their highly used and effective guerrilla tactics and reliable use of putting any scrap they find to good use. You’ll often find the Cobra Cell responsible for various kidnappings, assassinations, insurgent rebellions, and various terrorist plots across the globe.
Infiltrations and ambushes are made easy when facing their armies, with key structures or high value targets are eliminated with ease by summoning groups of insurgent forces in these areas.
For a lack of head strong vehicles against larger tank forces, handmade EMP trucks were crafted to rush into enemy tank battalions and leave them stranded, easy targets for artillery forces.
Masses of infantry can find themselves up against Rioter squads and Sandstorms artillery, forced to choose between Molotov cocktails on the ground or homing missiles from the air. Various contacts the GLA have made allow transport planes to drop supplies wherever needed, upgrading a certain number of vehicles with newly acquired equipment.
When facing the Cobra Cell, always double check your base and be wary of ambushes, your forces may disappear as quickly as a blink of the eye.
The heart of the GLA base. Required to build buildings.
The main source of income. You'll get new slaves after the current ones die. They'll mine that uranium for you.
To build infantry units, the barracks is required.
"Wall" off your buildings against spies and engineers with a discount wall.
The standard anti-infantry defence for GLA.
Useful against early attacks.
Stealthed, explodes when enemies are nearby.
Transport infantry from one tunnel to another!
The T2 defence for the GLA factions.
Looks like a barracks, but doesn't work like one.
Powers down enemy bases upon infiltration.
Looks like a arms dealer, but doesn't work like one.
Powers down enemy bases upon infiltration.
Although the GLA factions don't have a dedicated scout unit, the rebel is often used. Especially combined with the rebel ambush, you can often kill dogs you encounter.
A lone rebel will often not survive against a dog however.
The toxin rebel functions very similarly to the standard rebel. The main difference however is that the toxin rebel lowers the armour of enemy targets.
The RPG trooper is about as standard as they come as far as T1 anti-tank/air infantry goes.
Unique to Scorpion Cell, the Anthrax Trooper is capable of slowing down their targets. This is even possible on air targets, causing even jets to be slowed down to a halt. No units are allowed to escape.
The terrorist deals a lot of anti-ground damage, however the main issue is getting close. You can try surrounding enemy targets to have the highest chance of dealing damage.
The terrorist is also very useful for the scouting role. This is because the terrorist is faster than a rebel and will actually take the enemy scouting dog with him into death.
The worker works like any other Engineer, focusing on capturing neutral buildings and repairing bridges/buildings.
However, the worker can gain a speed boost at the cost of health when the Whip Slaves support power is used.
Unlike other factions, the main repair unit for the GLA factions is the Mechanic. Use the mechanic to get rid of units like terror drones.
Hijackers are an incredibly useful tool. If your enemy does not have a lot of anti-infantry and has a bunch of vehicles, the hijacker can easily take them over.
This is not only very permanent (unlike mind control), but also very efficient.
The Commandeer is very similar to the Hijacker. However, upon standing still, the commandeer becomes stealthed. This helps setting up engagements where hijacking is more likely.
Disguise as one of your enemy's infantry units and try to sneak into one of their buildings in order to give you advantages.
Barracks, War Factory & Airfield: Veterancy.
Refinery: Steal money
Radar tower : Reset minimap
Battle Lab: Stolen tech unit
Having better weapons and training compared to a rebel, the enforcer is more effective at dealing with enemy infantry.
They are also trained with detecting cloaked units.
The rioter is a bit more aggressive than the Enforcer.
While technically having the same role, they've decided equip molotovs and burn their foes.
Equipped with a massive weapon made to deal with vehicles, the insurgent has quite some extra range compared to a few other T2 anti-vehicle infantry untis.
The insurgent will also prioritize attacking vehicles over infantry during engagements.
Everyone takes damage on the battlefield.
Fortunately, the local drug pharmacist knows just what you need.
If you've ever seen someone screaming at your local grocery store, now imagine 5 people doing that with one additional person joining in on the screaming occasionally.
Everyone has their own specialties and weapons, making the angry mob great at dealing with most ground units.
The fanatic is a great demolitionist.
The bombs he THROWS on enemies will not only stick to them, they will also explode after a short while.
However, what makes him an excellent support unit, is that these bombs will also explode when the target unit is killed by anything else, allowing the bombs to deal damage in an area around it.
Jarmen Kell is the hero unit for Scarab Cell.
Armed with a special sniper that allows him to neutralize drivers and kill infantry from afar, he's generally considered a high valued target.
No one loves poison and toxins more than Dr. Thrax.
Not only capable of dealing massive damage against ground targets, his support power is also capable of making enemies heal your units instead.
The battle-hardened character known as Rashid is an expert at fighting in the desert. Known for being great at using the environment to give him an advantage in battle, it's often recommended to stay away as soon as you can see dust surrounding the area.
USE THIS TO GET TO TIER 2 FOR GLA.
JUST DO IT.
Also detects cloaked units.
The technical is basically a quick vehicle with a rebel with a gun sitting out in the open in the back of the vehicle.
How the vehicle isn't doing a permanent wheelie considering those heavy balls, no one knows.
Enemy vehicles however, are not really intimidated by it.
The hyena is a massively upgraded version of the Technical.
Not only does it replace the technical, it also disables the Quad Cannon as it's basically the two vehicles combined in one.
Someone riding a bike doesn't really sound threatening, and it really isn't. However, at least he's useful for scouting and detection enemy cloaked units.
The combat cycle gets replaced by the buggy in higher tiers.
Tip: Due to the fact that GLA uses infantry in order to mine ore, the combat cycle is a useful harassment tool.
Replaces the combat cycle at higher tiers.
Being a massive upgrade from a cycle, the buggy is capable of being equipped with a better weapon, while also allowing an infantry unit to shoot at enemies from within.
This allows for much more versatility and a higher damage output.
Only available to Scarab Cell
The scarab tank is quite effective for its cost. Being a decent tank, while also being upgradable through the Scarab Rockets GP makes the Scarab Tank a great MBT.
Only available to Scorpion Cell
Although a bit weaker than the other GLA MBTs, the Cobra Tank is unique as it can be upgraded through the Anthrax Beta upgrade.
This upgrade allows the cobra tank to deal % max HP damage while also gaining more HP.
Only available to Cobra Cell
Being the tankier MBT of the GLA tanks, the scavenger takes this to the extreme. Healing itself after every few shots, it allows them to pack quite a bunch in battle.
Sometimes it's necessary to expand to new money sources, the expansion vehicle is the main solution for this.
Also known as the Nomad Chopper, this is one of the very few air units for GLA.
However, the chopper is an absolutely necessary tool as it covers many weaknesses that GLA would have without it.
Not available to Scorpion Cell.
Drowning enemy infantry in toxins is what the toxin tractor is made for.
This is not a death that you'd like to suffer from.
Most people do the only rational decision, which is running away.
Like the toxin rebel, the tractor also lowers enemy armor.
Only available to Scorpion Cell.
While not only being an upgrade from the toxin tractor, the plague spreader also benefits from the many things that Scorpion Cell has to offer.
Anthrax beta and the Toxification GP both increase the plague spreader capabilities.
Although perhaps a bit similar to the Iraqi demo truck, the bomb truck is a bit more concentrated and leaves behind a toxin cloud.
Only available to Cobra Cell.
Although it does not leave behind any toxin clouds, the EMP truck is a bigger menace against enemy vehicles.
Any vehicles affected will be disabled for a short period of time.
Only available to Scarab Cell.
Although it's basically a turret with wheels, the Quad Tank is a bit bulkier than the Quad Cannon, thus making it have a bit more HP.
Not available to Scarab Cell.
Focusing mainly on infantry and air units, the quad cannon isn't very useful against vehicles.
However, the quad cannon is a great detector to have in your army.
Only available to Scarab Cell.
Although GLA doesn't possess many amphibious units, the Mortar on Wheels is capable of doing so, thus allows for sneaky attacks on enemy bases on maps with water.
The mortar on wheels is also able to deploy, making it unable to attack but giving it a speedboost.
The tremor is a unique siege unit. The shells are delivered with such force that it's capable of even stunning enemy targets upon a critical hit.
All factions start with their own MCV.
Deploy it into a Conyard to be able to build structures.
Multiple conyards allow for faster structure production.
GLA had a similar idea to the allies as far as a bulky open-topped vehicle goes.
However, they went one step further.
Even upon destruction, the battle bus leaves behind a husk that infantry can use as cover by entering it.
Only available to Scarab Cell.
Being a direct upgrade from the standard Marauder Tank, the MKII allows for a heavier chassis and more space inside, allowing a terrorist to come out upon destruction.
Although not as strong as the MKII, the marauder tank still is a great anti-vehicle unit.
In fact, Scorpion Cell is capable of making their own edits to the Marauder tank, increasing its damage with new shells after the Anthrax Beta upgrade has been completed.
Only available to Scarab Cell.
The rocket buggy is like a fly that throws massive rocks at you.
They are not only hard to catch, but also more than just annoying.
Upgradable through GPs, these buggies are a massive threat to your vehicles and structures.
Only available to Scorpion Cell.
Having superior range compared to the other GLA range options, the scud launcher missiles are also harder to hit.
However, the damage that is done upon hit is certainly worth trying.
Only available to Cobra Cell.
The sandstorm is unique.
Using semi-homing airburst missiles, not many infantry units will remain safe.
Only available for Scorpion Cell and the Epidemic GP.
Drops toxins on enemy infantry, which further spreads upon their death, potentially dealing massive damage.
To minimize the damage, remember to use the scatter hotkey for your infantry!
Absolutely necessary for when you need to transport vehicles or infantry over bodies of water. Although there may be other transport options, no other transport units will carry vehicles.
Stolen from the soviet army, the Sea Scorpion is performs exactly the same as the soviet Sea Scorpion.
Much like the Sea Scorpion, the GLA factions also didn't make their own gunboat. They stole these from the Asian factions.
If you were thinking: "Why doesn't GLA create their own boats?" then this is your explanation why.
They explode.
In contradiction to the previous description, the Whiskey does not explode.
However, being a mix from many different other naval units, the whiskey is quite unique. Similarly to the Yuri boomer, the whiskey has both an attack for underwater units and needs to come above water to shoot missiles at the enemy base.
Although the missiles are not destructible, the whiskey range isn't as good as other known naval siege units.
Spawns a group of rebels anywhere on the map. Group size increases with tier. (3/5/7)
Increases the speed of workers and slaves by 30% temporarily.
Spawns a Slave Miner near the prison, allowing GLA to have a mobile supply stash of sorts.
Reveal the target area.
Scan stealthed units in order to temporarily reveal them.
Call in a bomber that leaves toxic clouds in the targeted area, dealing damage to everything on the ground.
Spawns a group of units anywhere on the map, allowing them to ambush enemy units.
Call in a bomber that drops a phosphorus bomb, setting any affected units ablaze.
Disable the enemy radar and support powers for a small period of time.
Creates a mirror image of Jarmen Cell, dealing a reduced amount of damage against enemies.
Brain fog affects enemies, causing them to heal their targets for a small amount of time instead.
Creates a mirage, buffing Rashid's speed by 15% and rate of fire by 34%.
Increase the speed of workers and slaves by 25%
Buffs the HP and damage stats of the Cobra Tank, Plague Spreader and Marauder tank.
Equips Scarab Tanks with a rocket, allowing them to deal 40 extra damage every few seconds.
Provides access to a support power that creates an unstable tunnel with terrorists inside. The unstable tunnel gets destroyed after a short period of time. (3/5/7 terrorists based on tier)
Spawn two bomb cars next to your junkyard using a support power every few minutes. These cars can blow themselves up near enemies dealing a lot of damage.
Grants access to a support power that applies a debuff every 5 seconds to enemy vehicles, 14% to EMP the target, 43% to disable weapons.
Increases rocket damage by 20%, rocket buggies start at scavenge rank 2.
Grants access to a support power that calls in a bomber to deal massive damage in the targeted area.
Grants access to a support power that buffs random stats of units in an area. The area of effect and duration increases with tier.
Grants access to the Tank Drop support power. Allows the user to drop tanks anywhere on the battlefield. Amount increases with tier.
Grants access to a support power that equips your Street Pharmacists with a chem thrower that deals a high amount of damage against vehicles. Also provides the Plague Spreader with a free veterancy rank.
Grants access to a support power that reduces enemy vehicle rate of fire and speed by 50%, damage by 20%.
Grants access to a support power that applies buffs and heals that continually spread to nearby allied infantry for as long as it can.
Changes the superweapon Scud Platform into one that leaves toxic clouds upon impact, further increasing the superweapon damage.
Also grants access to the Crop Duster bomber.
Replaces the Combat Cycle with the Buggy at T1 and the buggy will be built with a veteran rank at T3.
Enables bounty immediately and gain 500/600/700 cash per tier.
Also grants access to the Arm the Mob support power, which equips slaves with new weapons to fight for you. Area and weapons increase per tier.
Replaces the Technical with the Hyena, disables Quad Cannon.
Grants a support power that spawns a flak trap anywhere, capable of dealing heavy damage against infantry. Also enables camo netting support power which adds stealth for the building its used on. 2:30 cd, camo 5min
All vehicles now cost 15% less.
Grants a support power that adds a veterancy rank to units in an area, then drops 5 crates worth 250 points of veterancy each. All crates also give 100$ each.
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